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<p class="purpose">Capabilities  Miscellaneous capabilities of the 32-bit architecture.</p>

<ul class="toc"><li><a href="cpblt.html#SP1">&#167;1. Summary</a></li><li><a href="cpblt.html#SP2">&#167;2. Glulx gestalts</a></li><li><a href="cpblt.html#SP3">&#167;3. Header layout</a></li><li><a href="cpblt.html#SP4">&#167;4. Release Number</a></li><li><a href="cpblt.html#SP5">&#167;5. Random Number Generator</a></li><li><a href="cpblt.html#SP6">&#167;6. Memory Allocation</a></li><li><a href="cpblt.html#SP7">&#167;7. Memcpy</a></li><li><a href="cpblt.html#SP9">&#167;9. Audiovisual Resources</a></li><li><a href="cpblt.html#SP10">&#167;10. Typography</a></li></ul><hr class="tocbar">

<p class="commentary firstcommentary"><a id="SP1" class="paragraph-anchor"></a><b>&#167;1. Summary.</b>The 32-bit architecture is currently the default targeted by Inform, and is
used both for programs compiled via Inform 6 to the Glulx virtual machine, and
also for programs compiled via C.
</p>

<p class="commentary firstcommentary"><a id="SP2" class="paragraph-anchor"></a><b>&#167;2. Glulx gestalts.</b>While most Glulx gestalts are defined in the Glk.neptune file, a few would not
make sense as an kind of value, and are defined here instead.
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">GLULX_GESTALT_GlulxVersion</span><span class="plain-syntax"> = </span><span class="constant-syntax">0</span><span class="plain-syntax">;</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">GLULX_GESTALT_TerpVersion</span><span class="plain-syntax">  = </span><span class="constant-syntax">1</span><span class="plain-syntax">;</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">GLULX_GESTALT_IOSystem</span><span class="plain-syntax">     = </span><span class="constant-syntax">4</span><span class="plain-syntax">;</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">GLULX_GESTALT_MAllocHeap</span><span class="plain-syntax">   = </span><span class="constant-syntax">8</span><span class="plain-syntax">;</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">GLULX_GESTALT_AccelFunc</span><span class="plain-syntax">    = </span><span class="constant-syntax">10</span><span class="plain-syntax">;</span>

<span class="plain-syntax">[ </span><span class="identifier-syntax">Glulx_Gestalt</span><span class="plain-syntax"> </span><span class="identifier-syntax">sel</span><span class="plain-syntax"> </span><span class="identifier-syntax">arg</span><span class="plain-syntax"> </span><span class="identifier-syntax">res</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    @</span><span class="identifier-syntax">gestalt</span><span class="plain-syntax"> </span><span class="identifier-syntax">sel</span><span class="plain-syntax"> </span><span class="identifier-syntax">arg</span><span class="plain-syntax"> </span><span class="identifier-syntax">res</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">res</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP3" class="paragraph-anchor"></a><b>&#167;3. Header layout.</b>The VM is expected to contain certain special constants and variables at fixed
position in its "header"; the addresses of these are given below.
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_MAGICNUMBER</span><span class="plain-syntax">      = </span><span class="constant-syntax">$00</span><span class="plain-syntax">;     </span><span class="comment-syntax">long word</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_GLULXVERSION</span><span class="plain-syntax">     = </span><span class="constant-syntax">$04</span><span class="plain-syntax">;     </span><span class="comment-syntax">long word</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_RAMSTART</span><span class="plain-syntax">         = </span><span class="constant-syntax">$08</span><span class="plain-syntax">;     </span><span class="comment-syntax">long word</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_EXTSTART</span><span class="plain-syntax">         = </span><span class="constant-syntax">$0C</span><span class="plain-syntax">;     </span><span class="comment-syntax">long word</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_ENDMEM</span><span class="plain-syntax">           = </span><span class="constant-syntax">$10</span><span class="plain-syntax">;     </span><span class="comment-syntax">long word</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_STACKSIZE</span><span class="plain-syntax">        = </span><span class="constant-syntax">$14</span><span class="plain-syntax">;     </span><span class="comment-syntax">long word</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_STARTFUNC</span><span class="plain-syntax">        = </span><span class="constant-syntax">$18</span><span class="plain-syntax">;     </span><span class="comment-syntax">long word</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_DECODINGTBL</span><span class="plain-syntax">      = </span><span class="constant-syntax">$1C</span><span class="plain-syntax">;     </span><span class="comment-syntax">long word</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_CHECKSUM</span><span class="plain-syntax">         = </span><span class="constant-syntax">$20</span><span class="plain-syntax">;     </span><span class="comment-syntax">long word</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">ROM_INFO</span><span class="plain-syntax">             = </span><span class="constant-syntax">$24</span><span class="plain-syntax">;     </span><span class="comment-syntax">four ASCII characters</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">ROM_MEMORYLAYOUT</span><span class="plain-syntax">     = </span><span class="constant-syntax">$28</span><span class="plain-syntax">;     </span><span class="comment-syntax">long word</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">ROM_INFORMVERSION</span><span class="plain-syntax">    = </span><span class="constant-syntax">$2C</span><span class="plain-syntax">;     </span><span class="comment-syntax">four ASCII characters</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">ROM_COMPVERSION</span><span class="plain-syntax">      = </span><span class="constant-syntax">$30</span><span class="plain-syntax">;     </span><span class="comment-syntax">four ASCII characters</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">ROM_GAMERELEASE</span><span class="plain-syntax">      = </span><span class="constant-syntax">$34</span><span class="plain-syntax">;     </span><span class="comment-syntax">short word</span>
<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">ROM_GAMESERIAL</span><span class="plain-syntax">       = </span><span class="constant-syntax">$36</span><span class="plain-syntax">;     </span><span class="comment-syntax">six ASCII characters</span>
</pre>
<p class="commentary firstcommentary"><a id="SP4" class="paragraph-anchor"></a><b>&#167;4. Release Number.</b>Our programs will have both a release number and a serial code, which are
in each case stored in the header memory of the virtual machine.
</p>

<p class="commentary"><span class="extract"><span class="extract-syntax">VM_Describe_Release()</span></span> has been removed and replaced with functions returning
the release number, a non-negative integer, and the serial code, a byte array
expected to be 6 digit characters wide.
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_ReleaseNumber</span><span class="plain-syntax"> </span><span class="identifier-syntax">r</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    @</span><span class="identifier-syntax">aloads</span><span class="plain-syntax"> </span><span class="identifier-syntax">ROM_GAMERELEASE</span><span class="plain-syntax"> </span><span class="constant-syntax">0</span><span class="plain-syntax"> </span><span class="identifier-syntax">r</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">r</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>

<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_SerialNumber</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">ROM_GAMESERIAL</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP5" class="paragraph-anchor"></a><b>&#167;5. Random Number Generator.</b>No routine is needed for extracting a random number, since I6's built-in
<span class="extract"><span class="extract-syntax">random</span></span> function does that, but it's useful to abstract the process of
seeding the RNG so that it produces a repeatable sequence of "random"
numbers from here on: the necessary opcodes are different for the two VMs.
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_Seed_RNG</span><span class="plain-syntax"> </span><span class="identifier-syntax">n</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    @</span><span class="identifier-syntax">setrandom</span><span class="plain-syntax"> </span><span class="identifier-syntax">n</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP6" class="paragraph-anchor"></a><b>&#167;6. Memory Allocation.</b>This is dynamic memory allocation: something which is never practicable in
the Z-machine, because the whole address range is already claimed, but which
is viable on recent revisions of Glulx.
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_AllocateMemory</span><span class="plain-syntax"> </span><span class="identifier-syntax">amount</span><span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    @</span><span class="identifier-syntax">gestalt</span><span class="plain-syntax"> </span><span class="identifier-syntax">GLULX_GESTALT_MAlloc</span><span class="plain-syntax"> </span><span class="constant-syntax">0</span><span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">i</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</span><span class="plain-syntax">) </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    @</span><span class="identifier-syntax">malloc</span><span class="plain-syntax"> </span><span class="identifier-syntax">amount</span><span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>

<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_FreeMemory</span><span class="plain-syntax"> </span><span class="identifier-syntax">address</span><span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    @</span><span class="identifier-syntax">gestalt</span><span class="plain-syntax"> </span><span class="identifier-syntax">GLULX_GESTALT_MAlloc</span><span class="plain-syntax"> </span><span class="constant-syntax">0</span><span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">i</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</span><span class="plain-syntax">) </span><span class="reserved-syntax">return</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    @</span><span class="identifier-syntax">mfree</span><span class="plain-syntax"> </span><span class="identifier-syntax">address</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP7" class="paragraph-anchor"></a><b>&#167;7. Memcpy.</b>This is equivalent to C's memcpy function, in good ways and bad.
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">Memcpy</span><span class="plain-syntax"> </span><span class="identifier-syntax">to_addr</span><span class="plain-syntax"> </span><span class="identifier-syntax">from_addr</span><span class="plain-syntax"> </span><span class="identifier-syntax">size</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    @</span><span class="identifier-syntax">mcopy</span><span class="plain-syntax"> </span><span class="identifier-syntax">size</span><span class="plain-syntax"> </span><span class="identifier-syntax">from_addr</span><span class="plain-syntax"> </span><span class="identifier-syntax">to_addr</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP8" class="paragraph-anchor"></a><b>&#167;8. </b>And this can be used to copy exactly <span class="extract"><span class="extract-syntax">words</span></span> words from one word array to
another:
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_CopyWords</span><span class="plain-syntax"> </span><span class="identifier-syntax">words</span><span class="plain-syntax"> </span><span class="identifier-syntax">from</span><span class="plain-syntax"> </span><span class="reserved-syntax">to</span><span class="plain-syntax">  </span><span class="identifier-syntax">i</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">for</span><span class="plain-syntax"> (</span><span class="identifier-syntax">i</span><span class="plain-syntax">=0: </span><span class="identifier-syntax">i</span><span class="plain-syntax">&lt;</span><span class="identifier-syntax">words</span><span class="plain-syntax">: </span><span class="identifier-syntax">i</span><span class="plain-syntax">++)</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">to</span><span class="plain-syntax">--&gt;</span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="identifier-syntax">from</span><span class="plain-syntax">--&gt;</span><span class="identifier-syntax">i</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP9" class="paragraph-anchor"></a><b>&#167;9. Audiovisual Resources.</b>The Z-machine only barely supports figures and sound effects, so Glulx is
the preferred VM to choose if they are wanted. Properly speaking, it's not
Glulx which supports these, but its I/O layer Glk, and implementations
of Glk are free to support them or not as they please: "cheapglk", a
dumb terminal version, does not, for instance. We therefore have to
investigate the "gestalt" to find out.
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_Picture</span><span class="plain-syntax"> </span><span class="identifier-syntax">resource_ID</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">glk_gestalt</span><span class="plain-syntax">(</span><span class="identifier-syntax">gestalt_Graphics</span><span class="plain-syntax">, </span><span class="constant-syntax">0</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">glk_image_draw</span><span class="plain-syntax">(</span><span class="identifier-syntax">gg_mainwin</span><span class="plain-syntax">, </span><span class="identifier-syntax">resource_ID</span><span class="plain-syntax">, </span><span class="identifier-syntax">imagealign_InlineCenter</span><span class="plain-syntax">, </span><span class="constant-syntax">0</span><span class="plain-syntax">);</span>
<span class="plain-syntax">    } </span><span class="reserved-syntax">else</span><span class="plain-syntax"> {</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">print</span><span class="plain-syntax"> </span><span class="string-syntax">"[Picture number "</span><span class="plain-syntax">, </span><span class="identifier-syntax">resource_ID</span><span class="plain-syntax">, </span><span class="string-syntax">" here.]^"</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    }</span>
<span class="plain-syntax">];</span>

<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_SoundEffect</span><span class="plain-syntax"> </span><span class="identifier-syntax">resource_ID</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">glk_gestalt</span><span class="plain-syntax">(</span><span class="identifier-syntax">gestalt_Sound</span><span class="plain-syntax">, </span><span class="constant-syntax">0</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">glk_schannel_play</span><span class="plain-syntax">(</span><span class="identifier-syntax">gg_foregroundchan</span><span class="plain-syntax">, </span><span class="identifier-syntax">resource_ID</span><span class="plain-syntax">);</span>
<span class="plain-syntax">    } </span><span class="reserved-syntax">else</span><span class="plain-syntax"> {</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">print</span><span class="plain-syntax"> </span><span class="string-syntax">"[Sound effect number "</span><span class="plain-syntax">, </span><span class="identifier-syntax">resource_ID</span><span class="plain-syntax">, </span><span class="string-syntax">" here.]^"</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    }</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP10" class="paragraph-anchor"></a><b>&#167;10. Typography.</b>Glk makes an attempt to present typographic styles as being a matter of
semantic markup rather than controlling the actual appearance of text:
the idea is that the story file should want to print something in a
heading kind of way, and then the interpreter &mdash; guided by the player's
reading preferences &mdash; might set that in bold, or larger type, or red ink,
or any combination of the three, or with other effects entirely. (This is
not the place to discuss whether that was a wise decision for Glk to take.)
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_Style</span><span class="plain-syntax"> </span><span class="identifier-syntax">sty</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">switch</span><span class="plain-syntax"> (</span><span class="identifier-syntax">sty</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">NORMAL_VMSTY</span><span class="plain-syntax">:     </span><span class="identifier-syntax">glk_set_style</span><span class="plain-syntax">(</span><span class="identifier-syntax">style_Normal</span><span class="plain-syntax">);</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">HEADER_VMSTY</span><span class="plain-syntax">:     </span><span class="identifier-syntax">glk_set_style</span><span class="plain-syntax">(</span><span class="identifier-syntax">style_Header</span><span class="plain-syntax">);</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">SUBHEADER_VMSTY</span><span class="plain-syntax">:  </span><span class="identifier-syntax">glk_set_style</span><span class="plain-syntax">(</span><span class="identifier-syntax">style_Subheader</span><span class="plain-syntax">);</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">NOTE_VMSTY</span><span class="plain-syntax">:       </span><span class="identifier-syntax">glk_set_style</span><span class="plain-syntax">(</span><span class="identifier-syntax">style_Note</span><span class="plain-syntax">);</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">ALERT_VMSTY</span><span class="plain-syntax">:      </span><span class="identifier-syntax">glk_set_style</span><span class="plain-syntax">(</span><span class="identifier-syntax">style_Alert</span><span class="plain-syntax">);</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">BLOCKQUOTE_VMSTY</span><span class="plain-syntax">: </span><span class="identifier-syntax">glk_set_style</span><span class="plain-syntax">(</span><span class="identifier-syntax">style_BlockQuote</span><span class="plain-syntax">);</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">INPUT_VMSTY</span><span class="plain-syntax">:      </span><span class="identifier-syntax">glk_set_style</span><span class="plain-syntax">(</span><span class="identifier-syntax">style_Input</span><span class="plain-syntax">);</span>
<span class="plain-syntax">    }</span>
<span class="plain-syntax">];</span>
</pre>
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